Hi All, I've just committed to simgear/next and fgdata/master code to allow the placement and rotation of random objects and vegetation to be masked based on a bitmap.
So we can now control the placement and rotation of random objects precisely to match the underlying terrain texture. So, for farmland, the farm buildings etc. will appear at the ends of roads rather than in the middle of fields*, and in urban areas random buildings will align with the streets** (which works well with the urban shader IMO). As an extra bonus, I've also added a property (/sim/rendering/vegetation-density) that controls the density of the random vegetation. So you can control how uninviting the forests are based on the abilities of your graphics card :) I've committed changes to materials.xml and materials-dds.xml to make use of this, but there's plenty of room for someone to spend time improving the masking if they wish. The masks are very easy to create: - the Red channel controls Rotation - the Blue channel controls Buildings - the Green channel controls vegetation. (You can also use values < 255 on the B and G channel for probability placements) Comments welcome as always. -Stuart * This isn't compatible with the crop shader. I don't know if that is solvable or not. ** There's still a bit of work to be done on the urban masks, as some buildings are intruding onto the highways :) ------------------------------------------------------------------------------ Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel